Base Template
Supports MacOS (ARM) Windows is Untested Linux is Untested
This commit is contained in:
9
.gitignore
vendored
Normal file
9
.gitignore
vendored
Normal file
@@ -0,0 +1,9 @@
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||||
*.DS_Store
|
||||
.vscode/
|
||||
build/
|
||||
thirdparty/
|
||||
CMakeFiles/
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||||
CmakeCache.txt
|
||||
cmake_install.cmake
|
||||
Makefile
|
||||
GSM_TEMPLATE
|
||||
113
CMakeLists.txt
Executable file
113
CMakeLists.txt
Executable file
@@ -0,0 +1,113 @@
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||||
# This cmake configuration was originally created by meemknight on github
|
||||
# https://github.com/meemknight/cmakeSetup
|
||||
# It has been modified for use in this repository by Colton Staiduhar
|
||||
|
||||
cmake_minimum_required(VERSION 3.16)
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||||
|
||||
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Debug>:Debug>")
|
||||
set(CMAKE_MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Release>:Release>")
|
||||
|
||||
# Declare Project where "GSM_TEMPLATE" is the project name
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||||
project(GSM_TEMPLATE LANGUAGES C CXX)
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||||
|
||||
# Allow cmake to fetch web repositories
|
||||
include(FetchContent)
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||||
|
||||
# Set the location for downloaded libraries
|
||||
set(THIRDPARTY_DIR "${CMAKE_CURRENT_SOURCE_DIR}/thirdparty")
|
||||
set(FETCHCONTENT_BASE_DIR "${THIRDPARTY_DIR}")
|
||||
|
||||
# Fetch the miniaudio Repository and install it
|
||||
FetchContent_Declare(
|
||||
miniaudio
|
||||
GIT_REPOSITORY git@github.com:mackron/miniaudio.git
|
||||
GIT_TAG "master"
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||||
GIT_SHALLOW TRUE
|
||||
GIT_PROGRESS ON
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||||
SYSTEM
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||||
)
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||||
FetchContent_MakeAvailable(miniaudio)
|
||||
|
||||
# Fetch the STB-Image Repository and install it
|
||||
FetchContent_Declare(
|
||||
stb_image
|
||||
GIT_REPOSITORY git@github.com:arizotaz/cmake_stb_image
|
||||
GIT_TAG "master"
|
||||
GIT_SHALLOW TRUE
|
||||
GIT_PROGRESS ON
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||||
SYSTEM
|
||||
)
|
||||
FetchContent_MakeAvailable(stb_image)
|
||||
|
||||
|
||||
# Tell Cmake to find the locations of libraries
|
||||
find_package(OpenGL REQUIRED)
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||||
find_package(GLUT REQUIRED)
|
||||
|
||||
# Define MY_SOURCES to be a list of all the source files for my game
|
||||
file(GLOB_RECURSE MY_SOURCES CONFIGURE_DEPENDS "${CMAKE_CURRENT_SOURCE_DIR}/src/*.cpp")
|
||||
|
||||
|
||||
add_executable("${CMAKE_PROJECT_NAME}")
|
||||
|
||||
# Set the C++ standard to 17
|
||||
set_property(TARGET "${CMAKE_PROJECT_NAME}" PROPERTY CXX_STANDARD 17)
|
||||
|
||||
#========================================================================================
|
||||
# CHANGE RESOURCES DEFINITION
|
||||
#========================================================================================
|
||||
# You will change which line is commented depending
|
||||
# on if the compiled binary is for development or
|
||||
# production.
|
||||
#
|
||||
# Uncomment the line below when in development, this uses the resources folder
|
||||
# in the CMake project for the RESOURCES_PATH definition
|
||||
target_compile_definitions("${CMAKE_PROJECT_NAME}" PUBLIC RESOURCES_PATH="${CMAKE_CURRENT_SOURCE_DIR}/resources/")
|
||||
#
|
||||
# Uncomment the line below when in production, this uses a folder in the same working
|
||||
# directory of the binary called "resources". Effectively RESOURCES_PATH
|
||||
# becomes ./resources/. You would copy the resources folder of the cmake project
|
||||
# and ship it will the compiled binary
|
||||
#target_compile_definitions("${CMAKE_PROJECT_NAME}" PUBLIC RESOURCES_PATH="./resources/")
|
||||
#
|
||||
|
||||
|
||||
|
||||
|
||||
# Add our sources
|
||||
target_sources("${CMAKE_PROJECT_NAME}" PRIVATE ${MY_SOURCES} )
|
||||
|
||||
# If using the VS compiler
|
||||
if(MSVC)
|
||||
|
||||
target_compile_definitions("${CMAKE_PROJECT_NAME}" PUBLIC _CRT_SECURE_NO_WARNINGS)
|
||||
|
||||
#remove console
|
||||
#set_target_properties("${CMAKE_PROJECT_NAME}" PROPERTIES LINK_FLAGS "/SUBSYSTEM:WINDOWS /ENTRY:mainCRTStartup")
|
||||
|
||||
set_property(TARGET "${CMAKE_PROJECT_NAME}" PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreadedDebug<$<CONFIG:Debug>:Debug>")
|
||||
set_property(TARGET "${CMAKE_PROJECT_NAME}" PROPERTY MSVC_RUNTIME_LIBRARY "MultiThreaded$<$<CONFIG:Release>:Release>")
|
||||
|
||||
endif()
|
||||
|
||||
# Add our include files
|
||||
target_include_directories("${CMAKE_PROJECT_NAME}" PUBLIC "${CMAKE_CURRENT_SOURCE_DIR}/include/")
|
||||
|
||||
# Disable different warning (Glut is really old, we already know that)
|
||||
target_compile_options("${CMAKE_PROJECT_NAME}"
|
||||
PRIVATE
|
||||
-Wno-deprecated-declarations
|
||||
-Wdelete-incomplete
|
||||
$<$<CXX_COMPILER_ID:Clang>:-Wno-pedantic -Wno-macro-redefined>
|
||||
)
|
||||
|
||||
# Include the libraries loaded earlier
|
||||
target_link_libraries("${CMAKE_PROJECT_NAME}"
|
||||
PRIVATE
|
||||
OpenGL::GL
|
||||
"-framework GLUT"
|
||||
"-lpthread"
|
||||
"-lm"
|
||||
stb_image
|
||||
miniaudio
|
||||
)
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||||
@@ -1,2 +1,6 @@
|
||||
# GlutSTBMiniAudio-Template
|
||||
|
||||
To compile the project
|
||||
```
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||||
cmake .; make; ./GSM_TEMPLATE
|
||||
```
|
||||
37
include/texture.h
Normal file
37
include/texture.h
Normal file
@@ -0,0 +1,37 @@
|
||||
//#############################################################################
|
||||
//# texture.h
|
||||
//#############################################################################
|
||||
//# Written by Colton Staiduhar
|
||||
//# Date Created: 02/05/2025
|
||||
//# Last Modification: 02/05/2025
|
||||
//#############################################################################
|
||||
//# This file serves as simple, yet functional example of how to use the
|
||||
//# include directory of this project
|
||||
//#############################################################################
|
||||
//# This header exposses the LoadTexture function of this project.
|
||||
//# Usage:
|
||||
//# unsigned int textureID = LoadTexture(fileURL);
|
||||
//#
|
||||
//# Where textureID is the returned OpenGL texture ID that can be bounded
|
||||
//#
|
||||
//#############################################################################
|
||||
#ifndef TEXTURES_H
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||||
#define TEXTRUES_H
|
||||
|
||||
|
||||
/**
|
||||
* Loads a texture for use in OpenGL with STB
|
||||
*
|
||||
* Usage:
|
||||
* unsigned int textureID = LoadTexture(fileURL)
|
||||
*
|
||||
* textureID - the generated OpenGL Texture ID
|
||||
*
|
||||
* Bind texture with
|
||||
* glBindTexture(GL_TEXTURE_2D, textureID);
|
||||
|
||||
*/
|
||||
unsigned int LoadTexture(char *location);
|
||||
|
||||
|
||||
#endif
|
||||
BIN
resources/audio/CrazyLaPaint.mp3
Normal file
BIN
resources/audio/CrazyLaPaint.mp3
Normal file
Binary file not shown.
BIN
resources/container.jpg
Executable file
BIN
resources/container.jpg
Executable file
Binary file not shown.
|
After Width: | Height: | Size: 76 KiB |
377
src/main.cpp
Executable file
377
src/main.cpp
Executable file
@@ -0,0 +1,377 @@
|
||||
//#############################################################################
|
||||
//# main.cpp
|
||||
//#############################################################################
|
||||
//# Written by Colton Staiduhar
|
||||
//# Date Created: 02/03/2025
|
||||
//# Last Modification: 02/05/2025
|
||||
//#############################################################################
|
||||
//# Main Entry point for Cmake project, declare by the int main() function
|
||||
//#############################################################################
|
||||
//#
|
||||
//# This is a simple demonstration of GLUT functioning using STB_Image.H for
|
||||
//# loading images and MiniAudio.h for playing audio. The repositories for
|
||||
//# these libraries can be found below.
|
||||
//#
|
||||
//# Miniaudio
|
||||
//# https://github.com/mackron/miniaudio
|
||||
//#
|
||||
//# STB_Image.h
|
||||
//# https://github.com/arizotaz/cmake_stb_image
|
||||
//#
|
||||
//#############################################################################
|
||||
//#
|
||||
//# For GLUT/OpenGL, the operating system should have GLUT in some form already
|
||||
//# installed. However, freeglut exists as the modern implementation of GLUT.
|
||||
//#
|
||||
//# GLUT
|
||||
//# You're on your own for this, but here are some helpful implementation docs
|
||||
//# MacOS: https://developer.apple.com/library/archive/documentation/GraphicsImaging/Conceptual/OpenGL-MacProgGuide/opengl_drawing/opengl_drawing.html
|
||||
//# Windows & Linux: https://www.opengl.org/resources/libraries/glut/glut_downloads.php
|
||||
//#
|
||||
//# FreeGLUT:
|
||||
//# https://freeglut.sourceforge.net/docs/api.php
|
||||
//#
|
||||
//#############################################################################
|
||||
//#
|
||||
//# This file will setup much of GLUT. Getting some output to the screen
|
||||
//# The following is executed:
|
||||
//# Create a windows with GLUT's API
|
||||
//# Create a display update timer
|
||||
//# Create Keyboard Interrupts
|
||||
//# Load textures the included Texture.H file
|
||||
//# Setup the audio engine from MiniAudio
|
||||
//# Declare the Main Loop funcitons
|
||||
//# Draw a sprite to the screen
|
||||
//# Texture said sprite with an image
|
||||
//# Rotate, move, and scale the sprite
|
||||
//# Apply translations via user keyboard input
|
||||
//#
|
||||
//#############################################################################
|
||||
|
||||
|
||||
|
||||
// Libraries
|
||||
#include <GLUT/glut.h>
|
||||
#include <miniaudio.h>
|
||||
|
||||
// STD
|
||||
#include <math.h>
|
||||
#include <iostream>
|
||||
#include <stdio.h>
|
||||
|
||||
// Custom includes
|
||||
#include <texture.h>
|
||||
|
||||
/**
|
||||
* Function Prototypes
|
||||
*/
|
||||
|
||||
// Basic Glut
|
||||
void ProcessKeys(unsigned char, int, int);
|
||||
void ProcessSpecialKeys(int, int, int);
|
||||
void MainLoop();
|
||||
void GlutLoopTimer(int);
|
||||
|
||||
// Extended Functionality
|
||||
void UpdateViewPort();
|
||||
void DrawSprite();
|
||||
void LoadUserTextures();
|
||||
|
||||
|
||||
// Miniaudio Engine Declaration
|
||||
void CreateAudioEngine();
|
||||
ma_engine engine; // Miniaudio engine
|
||||
|
||||
// Demo Program Variables
|
||||
float rotX, rotY, rotZ;
|
||||
float moveX, moveY;
|
||||
float scale = 1;
|
||||
bool rotPressed, movePressed, scalePressed;
|
||||
unsigned int texID;
|
||||
ma_sound musicSound; // Miniaudio sound object
|
||||
int lastWinW = 0, lastWinH = 0;
|
||||
|
||||
/**
|
||||
* Main entry point of the application
|
||||
*/
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
int winW = 1280;
|
||||
int winH = 720;
|
||||
|
||||
// Initialize GLUT
|
||||
glutInit(&argc, argv);
|
||||
glutInitDisplayMode(GLUT_RGB); // RGB mode
|
||||
|
||||
// Setup then create the window
|
||||
glutInitWindowSize(winW, winH); // window size
|
||||
glutInitWindowPosition(0, 0);
|
||||
glutCreateWindow("Transform Example");
|
||||
|
||||
// Clear screen
|
||||
glClearColor(0.0, 0.0, 0.0, 1.0); // clear the window screen
|
||||
|
||||
// Sets up the viewport
|
||||
UpdateViewPort();
|
||||
|
||||
// Calls the texture load method
|
||||
LoadUserTextures();
|
||||
|
||||
// Setup Audio Engine
|
||||
CreateAudioEngine();
|
||||
|
||||
// Play the music
|
||||
ma_sound_start(&musicSound);
|
||||
|
||||
// Deplare the Main Loop Function
|
||||
// (Will be executed when glutPostRedisplay() is called in the timer)
|
||||
glutDisplayFunc(MainLoop);
|
||||
|
||||
// Declare Keyboard Interupts
|
||||
glutKeyboardFunc(ProcessKeys);
|
||||
|
||||
// Declare Special Keys Keyboard Interrupt
|
||||
glutSpecialFunc(ProcessSpecialKeys);
|
||||
|
||||
// Setup a timer to run the main loop at an interval
|
||||
// (This call will call the GlutLoopTimer() function immediately)
|
||||
glutTimerFunc(0, GlutLoopTimer, 0);
|
||||
|
||||
// Start the Glut Loop (Calls the funtions above repeatedly)
|
||||
glutMainLoop();
|
||||
|
||||
|
||||
return 0;
|
||||
}
|
||||
|
||||
/**
|
||||
* Main Loop Timer
|
||||
* Wait 16.7ms then generate next frame (~60FPS)
|
||||
*/
|
||||
void GlutLoopTimer(int v)
|
||||
{
|
||||
// Runs the function specified in glutDisplayFunc
|
||||
glutPostRedisplay();
|
||||
|
||||
// Call the timer again in 16.7 seconds ~ 60 times per second
|
||||
glutTimerFunc(16.7, GlutLoopTimer, v); // Creates a frame delay that is counted in miliseconds
|
||||
}
|
||||
|
||||
/**
|
||||
* Function to update the viewport to the size of the window
|
||||
*/
|
||||
void UpdateViewPort()
|
||||
{
|
||||
// Gets the window size
|
||||
int winW = glutGet(GLUT_WINDOW_WIDTH);
|
||||
int winH = glutGet(GLUT_WINDOW_HEIGHT);
|
||||
|
||||
// Sets up OpenGL Matrix Mode
|
||||
glMatrixMode(GL_PROJECTION);
|
||||
glLoadIdentity();
|
||||
|
||||
// Create projection type (Orthographic with size of window)
|
||||
glOrtho(-winW / 2, winW / 2, winH / 2, -winH / 2, -1000.0f, 1000.0f); // Clipping plane is set to 1000 behind camera and 1000 infront, this works because ortho is cool
|
||||
|
||||
// Set last size to the new size
|
||||
lastWinW = winW;
|
||||
lastWinH = winH;
|
||||
}
|
||||
|
||||
/**
|
||||
* The function set as the Keyboard Interrupt of GLUT
|
||||
* This function will be called whenever a keystrke is pressed by the user
|
||||
* This function suffers from key repeat
|
||||
*/
|
||||
void ProcessSpecialKeys(int key, int x, int y)
|
||||
{
|
||||
if (key == GLUT_KEY_LEFT)
|
||||
{
|
||||
moveX = -10;
|
||||
movePressed = true;
|
||||
}
|
||||
|
||||
if (key == GLUT_KEY_RIGHT)
|
||||
{
|
||||
moveX = 10;
|
||||
movePressed = true;
|
||||
}
|
||||
|
||||
if (key == GLUT_KEY_UP)
|
||||
{
|
||||
moveY = 10;
|
||||
movePressed = true;
|
||||
}
|
||||
|
||||
if (key == GLUT_KEY_DOWN)
|
||||
{
|
||||
moveY = -10;
|
||||
movePressed = true;
|
||||
}
|
||||
}
|
||||
|
||||
/**
|
||||
* Processes Keys as characters instead of keys
|
||||
* IE when a is pressed, "key" is set to "a" instead of 65
|
||||
*/
|
||||
void ProcessKeys(unsigned char key, int x, int y)
|
||||
{
|
||||
switch (key)
|
||||
{
|
||||
case 'q':
|
||||
rotX += 1;
|
||||
break;
|
||||
case 'w':
|
||||
rotY += 1;
|
||||
break;
|
||||
case 'e':
|
||||
rotZ += 1;
|
||||
break;
|
||||
case 'a':
|
||||
rotX -= 1;
|
||||
break;
|
||||
case 's':
|
||||
rotY -= 1;
|
||||
break;
|
||||
case 'd':
|
||||
rotZ -= 1;
|
||||
break;
|
||||
case 'p':
|
||||
scale += .1;
|
||||
break;
|
||||
case 'l':
|
||||
scale -= .1;
|
||||
break;
|
||||
case 27: // escape
|
||||
exit(0);
|
||||
}
|
||||
|
||||
rotPressed = true;
|
||||
scalePressed = true;
|
||||
}
|
||||
|
||||
/**
|
||||
* Creates the miniaudio engine
|
||||
* (Bare minimum to play a sound)
|
||||
*/
|
||||
void CreateAudioEngine()
|
||||
{
|
||||
ma_result result = ma_engine_init(NULL, &engine);
|
||||
if (result != MA_SUCCESS)
|
||||
{
|
||||
std::cout << "Failed to setup the miniaudio engine\n";
|
||||
fflush(stdout);
|
||||
}
|
||||
|
||||
// Play Test Sound
|
||||
ma_sound_init_from_file(
|
||||
&engine,
|
||||
RESOURCES_PATH "audio/CrazyLaPaint.mp3",
|
||||
0,
|
||||
NULL,
|
||||
NULL,
|
||||
&musicSound
|
||||
);
|
||||
}
|
||||
|
||||
/**
|
||||
* This is the main loop functions that was declared during window creation
|
||||
*/
|
||||
void MainLoop()
|
||||
{
|
||||
|
||||
// Get the window size
|
||||
int winW = glutGet(GLUT_WINDOW_WIDTH);
|
||||
int winH = glutGet(GLUT_WINDOW_HEIGHT);
|
||||
|
||||
// If Changed, update the view port
|
||||
if (winW != lastWinW || winH != lastWinH)
|
||||
{
|
||||
UpdateViewPort();
|
||||
}
|
||||
|
||||
// Clear the screen
|
||||
glClear(GL_COLOR_BUFFER_BIT);
|
||||
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
|
||||
// If scale oneshot is set, scale the image
|
||||
if (scalePressed)
|
||||
{
|
||||
glScalef(scale, scale, scale);
|
||||
scalePressed = false;
|
||||
scale = 1;
|
||||
}
|
||||
|
||||
// If rotation oneshot is set, rotate the image
|
||||
if (rotPressed)
|
||||
{
|
||||
glRotatef((GLfloat)rotX, 1.0, 0.0, 0.0);
|
||||
glRotatef((GLfloat)rotY, 0.0, 1.0, 0.0);
|
||||
glRotatef((GLfloat)rotZ, 0.0, 0.0, 1.0);
|
||||
rotPressed = false;
|
||||
rotX = rotY = rotZ = 0;
|
||||
}
|
||||
// If move oneshot is set, move the image and set move back to 0
|
||||
if (movePressed)
|
||||
{
|
||||
glTranslatef(moveX, moveY, 0);
|
||||
movePressed = false;
|
||||
moveX = moveY = 0;
|
||||
}
|
||||
|
||||
// Draws the image
|
||||
DrawSprite();
|
||||
|
||||
glFlush();
|
||||
|
||||
// Swap buffers to display the new frame
|
||||
glutSwapBuffers();
|
||||
}
|
||||
|
||||
/**
|
||||
* Our function to draw the image
|
||||
*/
|
||||
void DrawSprite()
|
||||
{
|
||||
// Set texture enviorment
|
||||
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
|
||||
|
||||
// Enable textures so OpenGL will apply the textures to the created object
|
||||
glEnable(GL_TEXTURE_2D);
|
||||
|
||||
// Bind our texture
|
||||
glBindTexture(GL_TEXTURE_2D, texID); // Which texture
|
||||
|
||||
// Create a polygon and apply textures to it
|
||||
glBegin(GL_POLYGON);
|
||||
{
|
||||
|
||||
|
||||
glTexCoord2f(0.0, 0.0);
|
||||
glVertex3f(-50, -50, 0);
|
||||
glTexCoord2f(1.0, 0.0);
|
||||
glVertex3f(50, -50, 0);
|
||||
glTexCoord2f(1.0, 1.0);
|
||||
glVertex3f(50, 50, 0);
|
||||
glTexCoord2f(0.0, 1.0);
|
||||
glVertex3f(-50, 50, 0);
|
||||
}
|
||||
glEnd();
|
||||
|
||||
// Disable textures so you dont continue adding textures to other objects
|
||||
glDisable(GL_TEXTURE_2D); // Turn texturing off
|
||||
}
|
||||
|
||||
/**
|
||||
* Just loads a bunch of textures
|
||||
*/
|
||||
void LoadUserTextures()
|
||||
{
|
||||
/*
|
||||
We add RESOURCES_PATH to the front of the filename
|
||||
RESOURCES_PATH is the absolute path of the resources folder on the computer
|
||||
when the application is build for production it turns into a relative path
|
||||
*/
|
||||
texID = LoadTexture(RESOURCES_PATH "container.jpg");
|
||||
}
|
||||
70
src/texture.cpp
Normal file
70
src/texture.cpp
Normal file
@@ -0,0 +1,70 @@
|
||||
//#############################################################################
|
||||
//# texture.cpp
|
||||
//#############################################################################
|
||||
//# Written by Colton Staiduhar
|
||||
//# Date Created: 02/05/2025
|
||||
//# Last Modification: 02/05/2025
|
||||
//#############################################################################
|
||||
//# Super simple OpenGL texture loading using the stb_image.h library
|
||||
//#############################################################################
|
||||
//# This file provides sources of the functions listed in Texture.h
|
||||
//#############################################################################
|
||||
|
||||
|
||||
// Include STB
|
||||
#include <GLUT/glut.h>
|
||||
#define STB_IMAGE_IMPLEMENTATION
|
||||
#include <stb_image/stb_image.h>
|
||||
|
||||
// Header file for functions defined here
|
||||
#include <texture.h>
|
||||
|
||||
/**
|
||||
* Loads a texture for use in OpenGL with STB
|
||||
*/
|
||||
unsigned int LoadTexture(char *location)
|
||||
{
|
||||
// These will be filled with attributes of the file once loaded
|
||||
int w, // Width of image
|
||||
h, // Height of image
|
||||
bpp; // Number of color channels in the image
|
||||
|
||||
// Load the image and save raw pixel data as unsigned bytes
|
||||
unsigned char *pixels = stbi_load(location, &w, &h, &bpp, 3);
|
||||
|
||||
// Declare our texture, this will be filled with the texture ID
|
||||
unsigned int texture;
|
||||
|
||||
// Tell OpenGL to generate a texture slot and bind it to the current texture
|
||||
glGenTextures(1, &texture);
|
||||
glBindTexture(GL_TEXTURE_2D, texture);
|
||||
|
||||
// These are option values, but they are nice to set
|
||||
{
|
||||
// Set OpenGL texture Wrapping
|
||||
// I prefer CLAMP_TO_EDGE but GL_REPEAT works too, look up the different OpenGL Texture Wrap Types
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
||||
|
||||
// Set the type of Texture Filtering
|
||||
// "GL_LINEAR" is default, I like GL_NEAREST. Again, look up all the options
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
||||
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
||||
}
|
||||
|
||||
// If the loaded pixel data is value
|
||||
if (pixels)
|
||||
{
|
||||
// Load the texture data into the currently bound texture slot
|
||||
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_BYTE, pixels);
|
||||
|
||||
// Generate the mipmap cause why not
|
||||
glGenerateMipmap(GL_TEXTURE_2D);
|
||||
}
|
||||
|
||||
// Frees the image data stored in ram from stb
|
||||
stbi_image_free(pixels);
|
||||
|
||||
// Return the texture ID
|
||||
return texture;
|
||||
}
|
||||
Reference in New Issue
Block a user